Why don't you post your engineer who's way more useful and versatile than three Jedis and we'll see if that holds up.
That wasnt so hard, now was it?
660 earned experience, plus the 110 starting - and I have zero issues being overshadowed by the others.
I've showed you mine, lets see yours.
Ah, I see the signature ability will always be held up as the thing a force sensitive character can't do unless they start out with Engineer, in which case they would have to attain their force ratings through the exile and emergent, adding significant cost to developing the character. But alright, let's see what we can come up with there.
You're 265 points into Mechanic because of the signature ability, and have locked that down as the starting career.
Looks like you spent 90 out of your 110 starting XP on stats, and bought one dedication.
That leaves 415 that in your character went into skills, Outlaw Tech and Recruit.
So, let's start by picking up the Force Sensitive Exile, spending 165 XP, picking up 2 Force Ratings, a Dedication, Quick Draw, Touch of Fate, a rank in Street Smarts, two ranks in Uncanny Reactions, Balance and Intense Focus.
We're left with 250 XP to spend, and have Intense Focus, which lets us take a Maneuver and spend strain to upgrade any skill check once. One of the most versatile talents in the game.
Now we're going to pick up Artisan, at a cost of 170 XP to get two ranks in Solid Repairs, a rank in Grit and Inventor, A force rating, Master Artisan, and Intuitive Improvements.
This leaves us with 80 XP, and we have Master Artisan, allowing us to take a maneuver to decrease the difficulty of a mechanics check once, and Intuitive Improvements, the most powerful talent for adding hardpoints to items, since you can use it on an infinite number of items and increase their hardpoints by 2 instead of just 1.
We're going to have to spend all 80 of the remaining XP to buy Mechanics 4 and Computers 3, since obviously we can't have an equivalent character to yours without those skills being the same.
Ok, so we have the Mechanic Tree with the Signature Ability, we have a Force Rating of 3, but no force powers yet, we have lost some of the goodies from Outlaw Tech, and we haven't bought any skill ranks yet, but we've gained Intense Focus, Balance, Master Artisan and Intuitive Improvements, all extremely good talents. We've also picked up one more dedication than the original character.
Alright, so you're actually correct, at 660 XP gained it's not possible to make a force user that exceeds your original character without losing access to the signature ability.
However, since you wanted to know when a force sensitive character would surpass yours, let's keep going a bit here:
25 XP to add those 3 force dice to all rolls in Resilience, Athletics, Coordination, Brawl, Pilot Planetary and Pilot Space.
30 XP to add those 3 force dice to all rolls in Charm, Coercion, Deception, Leadership and Negotiation
25 XP to add them to all Mechanics checks.
Oh, the character needs 45 XP to get those 3 ranks in Melee, which I guess is your main combat skill, so those ranks can't be ignored.
I guess 15 XP for the ranks in Brewmaster, props for having a cool custom skill.
(Of course if this character was created in play these things would be bought in a more natural order)
So, we're talking about 150 more XP before that character passes yours by. There is no way you'll be able to add the equivalent of 3 more yellow dice to 11 different skills in 150 XP, let alone 3 more dice to Mechanics.
Another thing, there is a flaw in your character, the Mechanic Tree doesn't have a Toughened node on it's 10XP tier, that's a Grit node, so your character should have 2 fewer wound and 1 more strain threshold.
Edited by Aetrion